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I just linked that in the post above yours Izzy. Which is itself a link, but it's there.
So far as I know oxygen and breathing isn't even part of the code, but swimming is. There's no need to go around in a circle like that when you can simply give the PC some way of swimming.
... Does magic mushroom gas grant vampirism?
My point is not that levitation is better in fights, just that negligible stat boosts are not going to let these new items compete. Which is why I keep going over "utility". Rather than minimal strength boost, how about a damage multiplier? Instead of minor DEX/AGI, how about a crit multiplier? If the belt of carrying increases your weight limit without increasing leg strength surely such things are possible?
I wasn't just talking about enchanting, but also equipment choice. Why wear and enchant a belt that needs +2 enchantments for any additional benefit when belts are amongst the least important pieces of armour? Let's break it down into a simple list.
1. Stat boosting gloves and boots are already the go-to-choice because there are no better alternatives for hands and feet.
2. Loss of any limb means instant loss of half those stats. Obviously they take priority over belts (see points 3 & 4).
3. Enchantments boost AV as well.
4. Disregarding additional attributes, belts are the least important piece of armour. The bulk of AV for your groin will come from torso armour and cloak.
5. The fact that you can only enchant reliably up to 5, yet these only increase stats for 2 means that, unless they're swimming in enchant scrolls, they'll often leave the belts at +4 or +6 for a minor +2/3 to stats, hardly a game changer.
6. They'll be inferior to the same number of enchants on equivalent gloves/boots for the same number of enchantments.
I get where you're going with this, and in fact I am all for having a greater variety of equipment choices, but given these points why would you pick one of these when you can have levitation?
As far as the +1 stat per 2 enchantment goes, considering you can only reliably enchant up to 5 means people will naturally pick the gloves and boots every time, especially since there are no better alternatives for hands and feet at present. So far as special belts are concerned, I believe them being utility-only was intentional and is probably the better way to add more belts. Much like carrying increases your carrying limit without increasing leg strength, there are ways to implement various effects without directly increasing stats.
Isn't that redundant though?
Yes, in fact. Normally you can safely pray to a range of 5 I believe, and since you start neutral you wouldn't really have any favour with either extreme end. Naturally Cruentus and Infuscor won't be of any aid until you become chaotic.
I didn't actually remember that specifically, I just vaguely felt there was something off so I went back through the thread to see if I was right.